// Copied from URP Blit.shader Shader "Hidden/PotaToon/Blit" { Properties { [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("SrcBlendRGB", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("DstBlendRGB", Int) = 0 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlpha ("SrcBlendAlpha", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlpha ("DstBlendAlpha", Int) = 10 } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} LOD 100 Pass { Name "Blit" ZTest Always ZWrite Off Cull Off Blend [_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha] HLSLPROGRAM #pragma vertex Vert #pragma fragment Fragment // Core.hlsl for XR dependencies #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" SAMPLER(sampler_BlitTexture); half4 Fragment(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 uv = input.texcoord; half4 col = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv); return col; } ENDHLSL } } }